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Topic: Mario's Nightmare Quest (Read 70725 times)

Usually I don't get hyped for SMW hacks but from the looks of those screenshots, this looks crazy good! Can't wait for a demo/release, as this looks waaaaaay more awesome then most of the stuff I've seen trolling around SMW Central (though there are some amazing hacks over there)

And Super Mario Bros. The Movie: The Game = WHERE IS IT!?!?!?!?!? lol. Seriously though, it's about damn time someone did this. Mario even looks like the guy from the movie, it's great. I don't know which project I'm more excited to see, as the mental image of a john leguizamo sprite for Luigi just popped into my head.

All in all, keep up this insane awesome-train a-chuggin. I'll definately play the hell out of both.

Beehive related level: Complete with barrel cannons, pegs (from King of Swing), Zingers, cartoony DK enemies and maybe a chase scene involving King Zing.Bridge to Hell: A bridge level, a bit like Silent Span in Mario Fusion Revival or the bridge in Mario End Game. Except with the gimmick of the level getting darker and more gloomy as you proceed.

[Inside of a creature]: Mentioned in my tileset request topic, but yeah. You know the drill.

Abandoned Toad House: A trek through a Toad House that's fallen into decay after a monster attack. Maybe with ghostly undead Toads as enemies, for the creepy factor.

Royal Crypt: A mix of the level from the Minish Cap, the Bottom of the Well and the Shadow Temple from Ocarina of Time. You get to use the Lens of Truth to reveal hidden obstacles and fake walls and floors by pressing the L or R button.

[Something from the Wind Waker]: Not sure what, but some level or another. I was considering something based on either Dragon Roost Cavern or the Wind Temple, but it's unknown yet.

Stone Tower Temple: Based on Majora's Mask, with the gimmick being able to flip the building upside down.

Thanks! It will be good when it's done, just keep in mind that a game like this one takes a pretty long time to finish. Especially given how for the most part, I try and rip every single tileset and enemy sprite graphics set myself. And then have to design a level which is actually fun to play rather than merely technically impressive (the issue with many 'fancy' hacks in the last decade or so).

Illusion level (ghost house). In these rooms, a Yoshi's Island/New Super Mario Bros style tunnel effect has been implemented; going nearly a fake wall causes it to disappear until you exit the other side.

Part 2 of the above level. Note the use of layer 1 and 2, which alternate in interactivity. So it appears Mario goes between the background and foreground, like Donkey Kong Country Returns or Tropical Freeze, or Wario Land for Virtual Boy.

Ice castle level. Melt the blocks and water to progress, before solving a ridiculously complex puzzle and fighting a certain ice themed boss from the Paper Mario series.

Watch out, Boss Basses can jump vertically now!

More Rice Beach.

Part 1 of the water world's castle. Watch out for Super Mario Land skeleton fish and sea horse type enemies!

More of the water castle, aka the sewers. Not shown; a giant fish that chases Mario and tries to blast him with fireballs (or in a few cases, run him over).

And some level spoilers:

Spoiler:

Abandoned Toad House: Explore a Toad House... which has fallen victim to a zombie apocalypse. Can Mario avoid zombified Toads and Mario enemies in the creepy, dark looking pastiche of a bonus game? May contain disturbing content, like enemies with half their face missing.

Seems like you are doing some good progress! Don't you have an idea of when will be possible for us to play a demo, no matter how limited it may be?

A demo should be available by about the middle of this year. This is because I plan to make sure the demo has a significant amount of content, akin to the Brutal Mario demos and stuff you can find online (rather than being a mere one or two world sampler).

It will probably have the first five worlds (the normal levels for the grass land worlds, ice world, ocean world and military war zone area), the secret levels for the military war zone, grass world and ocean world, the desert world in its entirely, the forest world with the exception of the secret level and boss, most of the toy land world and most of the haunted forest world. The clocktower level should also be available for a final world preview.

It will probably not have the final world (for the most part), the final boss or ending, most secret levels or the Hyrule themed world, because the technical side is rather complicated.

And because I'm considering what to do for the Hyrule Castle level, including whether to turn it into a top down view Zelda game mixed with shoot em up mechanics rather than platformer (mostly because of the limited tilesets).

But a demo will be out this year, once I've got Talk Nintendo and Wario Weekly sorted out.

There's an MSU1 patch available, and I'm planning to release an alternate version that uses it. It would have a more limited soundtrack, but it would have much higher quality songs, likely the following:

Other than that... there are a lot of fancy things I plan to include really. A new and very different status bar, a different pause menu, a sound test, a different bonus for 100 coins, a different bonus game, shops, a level up system, custom power ups... Heck, I'd love to add someone like Wario as an extra playable character, though that could be overly difficult. Either way, I do like shiny things, and MSU1 is definitely possible.